I was looking at the chronicles for the character I played this with and can say that as a player and receiving it that I am not eager to see what future ones hold and will be waiting to see. It ruined an experience that was fun because of GM and other players but felt like a first draft. I had fun so was ok with it then that chronicle was like "yes, we finished the draft in time but the extra stuff is not necessary".
I concur on the feelings of 3-00 as the fun was then lost to the feeling of worthlessness. It was like we were just conscripted army that was not worth anything beyond the minimum wage for hours worked. I am interested to see what happens this season but been waiting on this for races and none really interest me. Glad to see new SS is not all a straight copy. That is one thing I like. I can also say that the ACP system does not interest me at all as requires more time spent on this site and I already don't get any replies to problems I have sent in. Hope it means if last season for me that it is a lot of fun.
I am just trying to figure something out about power armor. Since the weapon slots and armor upgrades are part of the armor, does that mean do not need proficiency shields or weapons? I know some who would say it is like Iron Man and the man selects the targets and point in right direction where the computer does the shooting since not actually in hand and same with shields but I know others who would it doesn't matter that don't have direct control. I think of it as all part of the power armor which is an enclosed system that a computer handles most of the stuff. Couple of sticks for moving and turning with buttons to hit for firing weapons. I also can see having to have the proficiencies as that gives bonuses to make things hit better and do more damage. It is just I find it hard to believe being in gargantuan power armor and proficiency with a weapon making a lot of difference as figure probably looking at a monitor and selecting target for the weapon to fire at and not really having control for the actual shot beyond selecting it.
If this chart is something the class gets whether as column or just added to things received each level then that would be great. It makes things even easier then on leveling up but not perfect. Access is the biggest problem for SFS. There is no longarm at level 4 that is CRB and 2000 credits or less. There is only one level 4 longarm from CRB. That is just the longarms. There is not a single weapon 2000 credits or less from CRB at level 4 that a SFS could pick without it being on a chronicle sheet. This part of the class is very much neutered in SFS.
Dracomicron wrote:
I agree. I like the playtest but it does feel like someone is doing a Wild West gunfight with modern weapons. So many things feel a touch off but I figure that is what we are to suppose to test and see what is needed. It does leave thing left in a situation that very confusing in a rules sense that at the moment I am sure will be very hard to nail down exactly how something works without an official reply.
Raia of Jabask wrote: This chart was generated as a response to a question of how to create a (playtest) Society character and their options. Then I will still use the posted rules for how I make a SFS character as those state for SFS and this just says how to build level per level. Those are not the same things. Maybe it is for SFS but Organized play has rules and this is not listed there yet for use. This gives how much wealth someone has and subtracting from it. The SFS rules list an armor or weapon choice of level and level -1 + set number of credits. The Official Con discord playtest channel even has the SFS page pinned for making a playtest character and not the chart. If that changes then I will change how I build.
Also doesn't include that Swarm Strike becomes a thrown weapon and reach weapon as well. Don't know how much the thrown part will be used but it is an option. So is 28 the highest a stat can go? So that would be a +4 more than someone just investing the every 5 levels +2 and a +2 personal upgrade? It might make it a little less damage but not what I would think was greatly different unless able to hit 4 times per round. +0 Str is still 7d6 + 40 with reach and range of 60. That seems pretty nice. At 8th level it is 2d6 + 16 with range 20. The main thing I see with the reading is it does need to say how the thrown property works because I am sure it will be up for discussion in the rules on what that means for the nanocyte sheath and if it is just an extension of the ability that is still just a punch but provokes as a range attack or whatever. The thrown part is nice but it does lack for some description for how it works. I think of it like sending a punch of focused nanites through the air so does not lose the punch but I can't say that is what is meant.
Is there something somewhere that states you can't buy something when you level up? Something that states can't buy something for a class ability before making a choice based on equipment? I have never played with a GM that would force a player to pass on making optimal use of base class ability unless it broke the game. I have played at multiple cons where I needed to buy before I left the table so GM could initial my funds then go to next table and level up quickly.
I am liking what I have played so far in SFS. It is pretty easy to make a list of my forms. It is not like the damage scales greatly ever level with weapons so saving money for when I want to buy something for my Nanite investment and recording what I did seems super simple. Of course, I guess it is easier for me as I don't look at always using the gear array as the other two offers good reasons for them also. I can't even think of what I would want bad enough to be trying to get "weapon/tech +1" every level. I have seen level 4 characters still using level 1 weapons and doing just fine.
This chart is not for SFS, is it? I follow those rules instead? I am just asking as my character build that I am testing is not really putting much into Nanite investment. If was making a character from this chart then if one invested nothing into their Nanite investment, would the Nanite investment be the total from the previous level this chart shows?
I like the way it is now. Read everything and I still see it being so easy to deal with. If playing APs with same GM, homebrew with same GM, or SFS with chronicle sheets, a nanocyte can state when and where they "ate" something for their pool. This can easily be checked. Simple bookkeeping as did player have item and then did they spend the extra. Most of what I have heard, seen, and read is that people normally are not sporting the best weapons unlike armor where want to upgrade as soon as able. One thing about this though is I do agree it would be very understandable that the nanite investment had a bonus form that was the weapon/item used for the investment.
I know. I still think I will try it as I was thinking of trying to build one that didn't make weapons to see how I could make it work. I want to try just for the playtesting. The idea of being able to form a weapon at any moment is what I love about the class but I want to try and do the other things.
I said in another thread it seems very neatly packaged at the moment. It is like buckets of legos. Buy a bucket and play as want. Buy a new bucket as wanted for more options. Using legos since easy to view as taking part or all to build something and then breaking down to build something else. I also think the pool total after breakdown being new helps stop someone from taking every weapon and piece of tech they find and just growing a huge pool with a minimum of paperwork. Break down item the that is pool # with option of up to another 10% is much better than worrying about tracking the math over multiple levels of adding a bit here and there.
Yes, it seems that the nanocyte has a good reason to buy expensive weaopon/tech items in SFS and add another 10% while absorbing it every couple of levels starting at 4 if want to have newest equipment possible as can switch out a major and minor form at every level up starting at 5. I like the way they found a solution for increasing the nanite investment because it does feel more like bucket of legos. Start off with one bucket of so many pieces and take them out as wanted to build things then put them back. Want to upgrade so buy a bigger bucket and continue to play as wanted. It is also one that I am thinking of possibly skipping weapons and just getting cybernetics to try that out.
If weapons can be formed with nanites grabbing ammunition to laod, why would the nanites not just flow to the section the armor upgrade goes and form there over making it then installing? The nanites flow so I would think unless hand held which is discussed that the nanites would form the equipment where it would fit.
So to make sure I understand what I am reading. At creation, put in amount of credits from starting wealth and that is the character's Nanite Investment. So the investment then decides what the value of the forms that can be created for the selection of major and minor forms? Also can you pick something that can't make at the moment waiting for either waiting on level (such as picking non Corebook level 2 item) or more credits to add to Nanite Investment?
Colette Brunel wrote:
So you wasted in my opinion on a feat to have heavy armor because you were not happy with light armor and so did not want to use the class abilities to say that the class does not work which means not playing the class and just making a character with tables based of a class. Colette Brunel wrote:
You did not want to see. You did not play a solarian. You played a character that was using the tables for a class and leaving the abilities out of the play because you did not want to use abilities because for some reason you think you can prove by not playing the class but using it for a classless character to try and show us how bad playing a class can be but never actually playing the class.
Just read through this and got confused. Playing a solarian and died while not using solarian abilities and then stating solarian shouldn't be a solarain but a mulit-class character is what this post was made for? I don't get wasting the feat to get heavy armor. If going to use a weapon then why would one not want to use the armor. If not going to use either then why play a solarian? I don't get the whole point. I really don't care about the rest when playing a class and not using the abilities it has and trying to say how it does not do the damage the damage class does as I see solarian capable of doing damage but that is not their only option where what else is a soldier really going to do.
Jimbles the Mediocre wrote:
It might be done but at same time doesn't make sense to me unless they are changing rules about successful attack uses the poison. It is like using the inhaled poison that is a 10 foot cube per dose. I would doubt that if that was in an inhaler then I have to pump 10 cubic feet of inhaled poison into the lungs to get the effect. I suspect if I put a dose of poison in a bottle of wine that it is diluted and does not have full effects. That is why I don't think that is the intent because it specifies it only works once on a successful melee attack.
I was looking for something different from the 100 credit rifle that was similar in price. I saw the needler range weapons and thought it sounded neat. I read through all the sections mentioning doses but it does not say that one dose per shot. It talks that using a dose only works with the first successful attack with a melee weapon and that changing substances counts as reloading. It mentions under inhaled doses that one dose often takes up a 10 foot cube. All this makes me think 1 dose per clip sounds right since the rulebook states
If it is one dose per dart then not worth the money at all because that is super expensive. It is still expensive but since only works for successful attacks then if really bad luck then might take 2 or 3 clips to inject someone once so real bargain where might get a few hits in one clip that would make it worth having done. I am just visualizing an ampule that is slotted into the weapon near the magazine since it says changing substances is reloading the weapon so takes a move action.
I have to say that common sense to me says that the developers would not have made a mod that is basically worthless to use. I type a lot and keep deleting it. I stated in the discord whatever I wrote here and people keep going back to living animals as examples when we are talking about a mechanized ride like a motorcycle. Starfinder doesn't use weight for vehicles but that is what people are trying to do. People don't want to allow it even though it is an (Ex) mod that the rulebook says (Ex) abilities may break the rules of physics. I don't think it does though as want to see someone use a unicycle to carry things and then ride it. Two totally different uses. The rules give a way to make it work but people don't want that as it does not specifically states it does. They need each rule to be totally fleshed out because common sense states we need 10 pages of rules for each thing so we can be sure we don't suspend believe and actually have fun because someone is moving 30 feet and getting to fire twice because that will break the game.
I normally have someone with me and so I am starting to get super nervous about Gencon. This will be first time ever for me doing something like this solo and Starfinder is main reason glad I am going. I did not get any of the slots for Claim to Salavation though had hoped I would. I did get the three scenarios after that though. I am super eager to play though.
Shinmizu wrote: Maybe I'm too old, but I well remember TSR's Birthright campaign... as in I remember the products taking up large portions of the shelves at the local Hastings, but I don't remember anyone actually buying/playing any of them... I loved that campaign but never got to play it but one time. It did not fit how most people played in my group. I am glad I am not the only one that is glad Starfinder is releasing slower than Pathfinder.
Mark Seifter wrote:
Ok, thank you for the response. I appreciate knowing. I can spend way too much time trying to figure out my array.
Mark Seifter wrote: Yeah, that array isn't a legal array, it's a possible one to add as a houserule, something like "Build 10 points or take this array that's worth more than 10 but forces a spread." The spread array should probably be something like the above, though thinking on it more, 16 14 14 12 12 8 (post-racials, pre-theme) is better because then you can give 16 14 14 12 10 10 for human. This is for any of the math people for the arrays. Is this probably best array for a human just for ease of creation? I don't really min/max and so play human most time. I figure that I will make note of 16 14 14 12 10 10 for Gencon so that I don't have to crunch those numbers there. The only other one I would want is one to maximize one stat for Int as I like having lots of skills. I have actually played characters with high Int and next highest was primary just because that is what I wanted.
I enjoy Pathfinder but I gave up getting books because of the number and it not slowing down. I actually got a subscription for Starfinder. I figured it would be great thing for me plus since slower would not feel the wallet pain as much. I have not got to play an AP with people in person. Tried a few play by post which is slow but a friend of mine who has played APs told me he was not interested in doing more because they take too long. I didn't know people would eat through them. I would be happy to be in a group like that but I have to say that if they are on a slower schedule with better QA then I would be super duper happy with that.
I appreciate the information personally. I like Pathfinder though experienced way too much min/max with little desire for roleplaying that when I lost my group, I stopped for the most part. Not saying that min/max is bad but that if only wanting to roll the dice then I could play something that is just that. I will have easier time keeping up with owning all the books I need for Starfinder so hoping virtual tables allows me to have fun playing it. I did do the discord channel. Any advice on virtual tables? I see Fantasy Grounds and Roll20 mentioned. Are those the two I should look at having most likely to play Starfinder online?
I am not good at social skills so that is good news as I am hoping to find a group or two to play with on a virtual tabletop. Gencon will be a new experience for me as first time going to Gencon and also playing a tabletop rpg without anyone I know. I feel much more comfortable online as easier for people to ignore me. :D
If it was a 250 page core rulebook then I might not want setting to be a huge part of that. Starfinder core rulebook is big enough that I do want setting information as I am buying the book for the setting since I hope to people to play with on something like Roll20 or Fantasy grounds for both the Starfinder Society and/or the adventure paths. There are plenty of generic rulesets out there if I just want rules. That is me though. Each person has their own thoughts and ideas on such things. I am glad that the setting and rules are not tied harshly together as the exploration of the unknown is part of what the game is for.
I can't help but think the succeed by +20 is also there to help speed along some of the parts where not being able to can result in doubling (or more) the time it takes to get through a given scenario. You can have a team that has decent hackers but none that concentrate on it so most every time has to go take each step as it occurs or have a team that has that code monkey that knows how to quickly get through the common and uncommon stuff with little time wasted. They both will have tense moments when coming up with the more rare cases of systems that are more protected than normal though one group will have less chances at bad times. Hacking the computer for clearance into a facility might not be very hard but trying to get into the R&D computer files of that facility might be leaps and bounds above what getting into the building are.
I had not been keeping up with the Starfinder info. I am going to my first Gencon this year and will be playing some Starfinder there so figured I could start looking now. I loved Alchemist in Pathfinder and thinking Mechanic will be my choice for Starfinder to start with at the very least. This class seems to be my most thought about type of character for science fiction.
Peye: Spoiler:
Peye
Male Dwarf Cleric (Forgemaster) 1 LN Medium Humanoid (dwarf) Init +0; Senses Darkvision; Perception +8 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 10 (1d8+2) Fort +4, Ref +0, Will +6 Defensive Abilities Defensive Training -------------------- Offense -------------------- Speed 20 ft. Melee Heavy Shield Bash -3 (1d4+1/x2) and . . Longhammer, Dwarven +1 (2d6+1/x3) and . . Warhammer +1 (1d8+1/x3) Spell-Like Abilities Artificer's Touch (7/day) Cleric (Forgemaster) Spells Prepared (CL 1, 1 melee touch, 0 ranged touch): 1 (2/day) Lead Blades (x2), Animate Rope 0 (at will) Stabilize, Create Water, Detect Magic -------------------- Statistics -------------------- Str 13, Dex 10, Con 14, Int 14, Wis 18, Cha 8 Base Atk +0; CMB +1; CMD 11 Feats Martial Weapon Proficiency (Longhammer, Dwarven) Traits Love Lost (Orphaned) (All Craft Skills), Militant Merchant Skills Acrobatics -6, Climb -5, Craft (armor) +8, Craft (blacksmith) +4, Craft (weapons) +8, Escape Artist -6, Fly -6, Heal +8, Perception +8, Ride -6, Stealth -6, Swim -5 Modifiers Craftsman Languages Common, Dwarven, Giant, Goblin SQ Aura, Cleric (Forgemaster) Domain: Artifice, Divine Smith, Forgemaster's Blessing, Hardy +2, Hatred +1, Runeforger (5/day), Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2 Combat Gear Longhammer, Dwarven, Scale Mail, Shield, Heavy Wooden, Warhammer; Other Gear Backpack (empty), Bedroll, Grappling hook, Holy symbol, silver (Torag), Rations, trail (per day) (3), Rope, silk (50 ft.) (2), Waterskin (3) -------------------- Special Abilities -------------------- Artificer's Touch (1d6+0) (7/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric (Forgemaster) Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing. Craftsman +2 on Craft/Profession checks related to metal/stone.. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment. Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you. Runeforger (5/day) (Su) Inscribe temporary abilities on armor shields or weapons. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Spoiler:
I can post easily and try to work with the party. The discussion thread is easy enough to use. I have played since 2nd Edition though was away from it for about 10 years. I played Earthdawn, Battletech, Shadowrun, White Wolf games and other things. Played some Living Greyhawk, Arcanis and Blackmoor before heading to 4.0 then a few months ago home group started Pathfinder. Spoiler: Peye was born to a family of forgers and followers of Torag. He learned that he loved to work the forge but he also enjoyed seeing where the products of his labor went. He started going with his uncle, Thoril, to Korvosa and learned about the contracted buyers and mainly the Dock Trade. This has been a wonderful experience for him to learn all parts of the work and Peye has done this for a decade or so.
Peye lost his father in a mine accident when young but now he has lost his mother. She was the one who taught him to heft the hammer. She was in Korvosa to repair something she had made. It was hard to be asked when Peye showed up with his uncle at the gates to follow the guards as they needed his help. Peye did not know why they would need that till he saw his mother. He was saddened and found out she was killed in an alley. Her ring she kept on a chain under her shirt was gone and the guards knew nothing about it. Peye searched through the merchants to see if anyone had heard anything. He did find it and a story. He could not buy it back at the moment but a man by the name of Gaedren Lamm had sold it to the merchant. Peye wants to know why his mother was killed. Peye has a desire now to see what Torag has in store for him. He feels that to help become better he needs to expand his experiences than what he has at home. He has decided he wants to make some more connections to use to expand his work while looking for the family heirloom. He expects Torag is shaping him into a shape for a purpose. He hopes that it leads him to answers about his mother.
I made a character after seeing the post. Wanted to say sounds cool even though deadly. I wish you luck. Like the number of posts you talk about. Just don't think I could keep up without doing so in person. Just this weekend had issues with a combat in a PbP. Wishing everyone great luck (including the GM though different sort of luck).
Peye: Spoiler:
Peye
Male Dwarf Cleric (Forgemaster) 1 LN Medium Humanoid (dwarf) Init +0; Senses Darkvision; Perception +8 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 10 (1d8+2) Fort +4, Ref +0, Will +6 Defensive Abilities Defensive Training -------------------- Offense -------------------- Speed 20 ft. Melee Heavy Shield Bash -3 (1d4+1/x2) and . . Longhammer, Dwarven +1 (2d6+1/x3) and . . Warhammer +1 (1d8+1/x3) Spell-Like Abilities Artificer's Touch (7/day) Cleric (Forgemaster) Spells Prepared (CL 1, 1 melee touch, 0 ranged touch): 1 (2/day) Lead Blades (x2), Animate Rope 0 (at will) Stabilize, Create Water, Detect Magic -------------------- Statistics -------------------- Str 13, Dex 10, Con 14, Int 14, Wis 18, Cha 8 Base Atk +0; CMB +1; CMD 11 Feats Martial Weapon Proficiency (Longhammer, Dwarven) Traits Eldritch Smith, Militant Merchant Skills Acrobatics -6, Climb -5, Craft (armor) +6, Craft (weapons) +6, Escape Artist -6, Fly -6, Heal +8, Perception +8, Ride -6, Stealth -6, Swim -5 Modifiers Craftsman Languages Common, Dwarven, Giant, Goblin SQ Aura, Cleric (Forgemaster) Domain: Artifice, Divine Smith, Forgemaster's Blessing, Hardy +2, Hatred +1, Runeforger (5/day), Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2 Combat Gear Longhammer, Dwarven, Scale Mail, Shield, Heavy Wooden, Warhammer; Other Gear Backpack (empty), Bedroll, Grappling hook, Holy symbol, silver (Torag), Rations, trail (per day) (3), Rope, silk (50 ft.) (2), Waterskin (3) -------------------- Special Abilities -------------------- Artificer's Touch (1d6+0) (7/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric (Forgemaster) Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing. Craftsman +2 on Craft/Profession checks related to metal/stone.. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment. Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you. Runeforger (5/day) (Su) Inscribe temporary abilities on armor shields or weapons. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Spoiler:
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
Peye was not born here. He is from Janderhoff and trying to learn to be one of the best smiths. 2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. I have chosen Eldritch Smith and Militant Merchant as they seem to fit with trying to become a great smith. He has had to learn how to work with the taxes and such in Korsova. He has also been learning how to use the techniques that Torag has passed down to us. 3. What will your character contribute to the party mechanically? I wanted to add a second line combatant that can also heal. I do not channel. For the concept, I had to use my first feat to pick up a reach weapon. I would like to know on the runeforging. I always thought it was runes that could be activated and now reading it may work differently. I thought of runes as being activated. How do you rule that? If they work immediately then they are kinda worthless since it requires full round action. Spoiler: Peye was born to a family of forgers and followers of Torag. He learned that he loved to work the forge but he also enjoyed seeing where the products of his labor went. He went with his uncle, Thoril, to Korvosa and learned about the contracted buyers and mainly the Dock Trade. This has been a wonderful experience for him to learn all parts of the work and Peye has done this for a decade or so.
Peye has a desire now to see what Torag has in store for him. He feels that to help become better he needs to expand his experiences than what he has at home. He has decided he wants to join the Korvosa guard for a stint. Peye hopes this allows him to make some more connections to use to expand his work.
Was playing a game with home group and the DM said that the necromancer had to pick his targets for attempting the save because it works like the sleep spell and you have to pick those. From what I read on sleep, it is one that affects weakest first till everything saves or total HD run out. I do not know why the DM ruled that way. I was not thinking about looking up the feat or the Sleep spell. It seems to me the DM might have had Sleep confused with another version's Sleep?
I have an alchemist in PFS that I dumped Charisma. My first time to do that and it is because I figured that he would have a hard time convincing anyone he was worth talking to because of his stench from the chemicals he is always mixing and carrying around with him. Might be easiest stat to dump but unless there is a reason then I don't dump. I might not raise a stat to 10 from picking something other than human (not something I am likely to do) as that is part of the class. Playing less than 10 Int is hardest thing when you don't get any skill points.
This sounds like fun. Someone else started a thread about that and I went and looked. I want to wait on playing the Tabletop Forge before donating. I don't have a cam. The time schedule works for me. Will take some time to think about character. Edit:I am going to pass. I came to this because I was curious about using Tabletop Forge. This is not meant as someone else did something wrong but the suggestion of Maptools rubbed me wrong so I wish everyone good luck and hope it is a great game. |